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    Chapter Master Grimstonefire's Avatar
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    Jun 2006

    8th Edition Rulebook rumours (only)

    Note: This is only a summary of rumours that have been discussed in recent months. Rumours are subject to change. They are only 100% correct when they are facts.

    Edit: I am changing the process of updating this a bit. What I will do is save up rumour changes for a day or two, then post them in GREEN. They will stay like this until the next update, which will then be posted in ORANGE so that people can follow all the latest changes and keep track of the previous update.

    Updating this: Much as I'd like to have the time and motivation to read all rumour discussions, PLEASE PM ME here with info, only if there is a significant rumour discussion from someone you guys really trust.

    All non-english rulebooks are moving to inches.
    Warhammer 8th Ed Rulebook to be released July 10th
    528+ pages. Full colour
    The book is up for advance order from a swedish store.
    Definitely going to get the pdf erratas for all armies on July 10th
    Rulebook will come with next black box, so all shops can make demo day by 12th June.

    There will be a "General's" Edition as well as a "Gunner's" Edition: Both are the basic rulebook along with multiple different gimmicks, as golden templates, dice, angulometer, combat-resolution-calculator, markers and more. "General's Edition" is supported with a white linen bag with two silver coins attached to it, so if you fall in battle, they may put them on your eyes...


    • Army construction is moving back to percentages.

      25% max lords (includes mounts)
      25% max heroes
      25% MIN core
      50% max special
      25% max rare

      Just so I am clear on this, as there has been some misunderstanding, you can have a lord level character leading a small army if you want to (within the points), you don't have to take a hero as you do currently. I have heard nothing about unit champions being the general

      You have to take a minimum of 3 units, not including characters.
    • Categories for core/special/rare are remaining.
    • Special Choices: No more than 3 of the same type - Examples; No more than 3 units of Chaos Knights, or 3 units of Forsaken etc in the same army.
      Rare Choices: No more than 2 of the same type - Examples; No more than 2 Hellcannons, or 2 Chaos Giants etc in the same army.
    • High Elves ignore all these restrictions as they have the Elite Army special rule (in the errata).
    • These numbers are increased when having games of 3000 points or more. (Up to 6 special and 4 rare) Could be +1 of the same type of special and rare per 1000pts.

    Allied Forces
    • Allied forces will not get a % allocation. However, rules for using allied forced (i.e. an updated allied forces chart) are in the rulebook.
    • Allies are now split into 3 groups:

      Forces of Order: High Elves, Wood Elves, Lizardmen, Empire, Dwarfs and Brettonia

      Forces of Destruction: Chaos of any kind, Skaven, Greenskins, Dark Elves, Vampire Counts

      Neutral: Ogres and Tomb Kings
    • The allies rules are intended to be used by more than 2 players. You are not supposed to use more than one armybook in your army.
    • There are 4 different options;

      Blood Brothers: These are 2 or more armies from the same army book. Characters can join units from the other army, can benefit from the other army’s BSB/ General, but they can cause panic in units from the other army.

      Stable Alliance: These are 2 or more armies from within the same faction (e.g. 2 from Forces of Order, or 2 from Forces of Destruction). Characters cannot join units of the other army, cannot benefit from the other army’s BSB/ General, but they can cause panic in units from the other army. Units from each army can benefit from the other army though, for instance, using the Shield of Saphery on a Dwarf army, and being moved by the Anvil in return.

      Fragile Alliance: These are either a Stable Alliance that includes Dark Elves or Skaven, or an alliance between armies from the Forces of Order and Forces of Destruction. The can benefit each other as with a Stable Alliance, but they do not cause panic tests in the other army. If they are forced to flee through each other the stationary unit counts as Dangerous Terrain (see below in terrain).

      Neutral Alliance: An alliance that has one army from the Neutral Forces (Ogres and TK). These armies cannot benefit from each other and do not cause panic tests in the other army.

    • If you are playing games over 3000pts with allied forces, one general has to be nominated as the Grand General, who increases his leadership radius to 18".
    • There will be a system wide errata to clear up issues for each army. These are NOT rebalancing lists, only making them conform to the 8th ed rules.

    You may measure distances whenever you want.

    Chaos Dwarfs have a few snippets through the book only. :cries:


    Single models have a 180 degree arc of sight. Units still have a 90 degrees arc of sight

    Standard Movement
    • Measure the distance for the furthest moving model, and perform whatever manoeuvres you wish within that lax limitation (i.e. they all move like fast cav currently do, minus the reform).

    Swift Strider
    • Infantry and Monstrous Infantry = Basic Movement value + 2D6
      Fast Attack (Cavalry, chariots, fliers) = Basic Movement value + 3D6 use 2 highest)
    • +1CR for charging.
    • Units charged by multiple enemies can change their charge reaction. For instance, you hold against the first enemy that charges you, then change it to flee when the second unit charges you.

    Failed Charge
    • You move the highest of the D6 you rolled to charge only, not your basic movement.

    • Move 10 " and march 20 ". They ignore terrain whilst moving. While fleeing or pursuing, they move 3D6"

    Vanguard (Fast Cavalry)
    • Fast Cavalry may make a free 12" move at the beginning of the game. But if they do they cannot charge an enemy in the first turn at all.

    • Units fleeing through impassable terrain and enemy units; see below under dangerous terrain. When fleeing from multiple enemies in combat, you flee from the unit with the most ranks. If tied, randomize which unit to flee from.

    • Unchanged.

    • Basic Movement divided by 2 (rounding up) to move laterally or backwards.

    Enemy Sighted
    • When there's an enemy within 8", the unit has to pass a leadership test to march. Not sure how this applies to Dwarfs.

    • At the start of their Remaining Moves phase, a unit with a musician may reform for free, as long as the unit passes a leadership test. You can shoot, but count as moving (and cannot march).

      Units containing a musician can do a free reform after failing a charge if they pass a Ld test. Units may reform after the combat phase, but cannot have less models in base contact. Units that lost the combat resolution have to make a Ld test in order to reform, and must reform 2nd.

    • Skirmishers are now a fixed formation, and must be deployed with a 1/2 inch gap between each and every model.

      X = Model
      O = 1" Gap between

      X O X O X O X O X
      O O O O O O O O O
      X O X O X O X O X

      Skirmishers still rank up in combat, but as they do not get a rank bonus they cannot negate enemy rank bonuses. As long as they are not charging, Skirmishers can reform on the move as often as they wish and also march and shoot.
    • Charging Skirmishers, you line up to them, not them to you.
    • Skirmishers are NOT stubborn in a forest. I think this is Wood Elves only.
    • Skirmishers do not have 360 degree Line of sight.

    Redirecting charges
    • When you declare to charge an enemy and the enemy decides to flee, take a Leadership check. If you pass, you may redirect at another unit, if you fail, you must pursue the unit you declared the charge against.


    NOTE: The magic rumours nobody seems to agree on, so rather than try and find what exactly the truth is I will just put here most of the theories

    Edit: I've sorted out the ones that seem more likely, based on the info from anonymous sources:

    Generating Power and Dispel Dice
    • Power dice aren’t generated by the number of spellcasters. The amount of dice is decided by 2D6. The active player gets the total as power dice and the other player the highest throw as dispel dice (throw 3+5, = 8 PD and 5 DD). (confirmed). Dwarfs get +2 to dispel, not +2 dispel dice.

    Channeling (confirmed that it exists)
    • Each wizard may roll a D6 and generate an additional power dice on a roll of 6.
    • Each enemy wizard may roll a D6 and generate an additional dispel dice on a roll of 6.
    • You may not channel while fleeing, off the board or when you suffer from stupidity..

    Maximum Power and Dispel Dice
    • The maximum number of power or dispel dice you may have at any time is 12. This includes any power/dispel dice generated by special rules, spells and/or magic items.

      You cannot channel over 12 power or dispel dice.

      The only items that allow you to use more than 12PD a turn are items that add the dice directly to the roll, such as a Power Stone or the Slann's ability.

    Casting Spells
    • To cast a spell, roll 1 to 6 Power dice and add your caster's power level. EG: A Slann casts fireball and uses 2D6. He rolls a 3 and a 4 - score of 7. He than adds his Power Level of 4, which results in a total roll of 11.

    • Caster levels are now added to dispel rolls.

    • Miscasts are entirely gone, but are replaced by a combined irresistible force/ miscast table effectively:
    • When you roll a double 6 the spell is cast with irresistible force, but the Caster has to roll on the "lost control" chart, which is devastating, and far more worse than the current miscast table.

    Lost Control Chart

    The loss of Control table is 2D6.

    • 2-4: Strength 10 large template over the wizard. Then on a 1-2 the wizard is removed from play, 3+ you lose D6 power dice.
      5-6: Strength 10 small template over the wizard. Lose D6 power dice
      7: Lose D6 power dice, Strength 10 hit on everyone in base contact with the wizard (NOT the wizard)
      8-9: Strength 6 hit on every caster on your side, lose D6 power dice
      10-12: Wizard loses D3 levels & random spells for each of them.

    Determining Spells
    • Each lore now has 7 Spells. One Basic Spell and other spells numbered 1 - 6.
    • While writing the armylist, you will have to note which lore your magic users will use. You may not wait until you see the enemies forces. - I'm not sure how well that will actually work in practice... :confused:
    • Next you need to see which casters can have which spells. Roll D6 and see which spell you got, similar to how it is now. Any spell can be swapped for the Basic Spell. If you roll double for a spell you choose one from the lore until you have the required number for the wizard level.
    • As no two spells from the rulebook Lores can be duplicated in the army (except the Basic Spell), if you want more than 1 wizard to have spells from the same lore you now have a choice to make.

      Example: You have 3 wizards you want to use the Lore of Fire. A level 4, a level 3 and a level 1.

      Do you give the level 4 wizard 3 spells + the Basic Spell? Or 4 spells and leave the remaining 2 spells plus the Basic Spell for the level 3 wizard? The level 1 wizard has no options other than the Basic Spell in this example, as all the other spells have already been taken.
    • There are some exceptions to this way of choosing spells:
      Bound spells
      Spells that are not rolled for but bought, i.e. Necromancers.

    Bound spells
    • Warrior Priest Prayers and Khemri Priests spells the caster knows "naturally" can be chosen, not rolled for. Bound Spells may be duplicated in an army. Bound spells are cast like normal spells now, but you must roll casting dice and equal/beat the bound spell casting value. You do not add the bound spell casting value to what you roll. They do not roll on the Loss of Control table, the items are just destroyed if they roll the double 6. Bound abilities like the warrior priests they just forget the prayer.

    • Every magic user has access to the pool.
    • Most spells generally have a basic and an up-powered version (more likely) – Avian

    • Something rumoured is carrying over power dice, but holding too many could lead to a ‘magic backlash’. Wizard will recieve wounds or hits if he didn't use the excess power-dice (than originally allocated) at end of the turn.
    • Spells can be chosen, not rolled for, but can't be duplicated in the same army with the exception of the first spell of the lore -Avian (more likely)
    • If you roll a 1 or 2 when casting a spell, the spell automatically fails regardless of modifiers and the wizard may no longer cast this turn.

    Spells are now categorized. There are: Missiles, Curses, Buffs, Direct Damage and Magical Vortex spells.
    • Magic Missiles: Require Line of Sight and may not be cast into close combat.
    • Hex: Modify enemy stats and/or equipment. May be cast into combat.
    • Augmentation (Buffs): Support your own troops. May be cast into combat, and may be cast on units not in your 90 degree arc of sight.
    • Direct damage: Spells that use templates or apply to the whole target unit.
    • Magical Vortex: Any template that moves across the table.

    • It is rumoured that ‘remains in play’ spells are not auto dispelled by casting another spell.

    Lore of Fire - The Wind of Aqshy

    Special Bonus: Kindflame. If the enemy suffered a wound from a fire lore spell earlier this magic phase, the casting costs of Lore of Fire spells on the same target is lowered by d3. Does NOT stack. All spells from Lore of Fire cause flaming attacks.

    • Basic Spell: Fireball: Magic Missile
      D6 S4 hits 24" range
      2D6 S5 hits 36" range
      3D6 S6 hits 48" range

      1. Cascading Fire Cloak: Remains in Play, Caster and Unit Buff. At the end of each magic phase, any enemy unit in contact with the caster and his unit suffers 2d6 hits S4.

      2. Flaming Sword of Rhuin: Unit Buff. 24" range. Grants +1 to wound and magical flaming attacks.

      3. The Burning Head: Direct damage. Draw 18" line from the caster in any direction within the 90 degree arc of sight. Each model touched by the line (determine who's hit like you would do with a cannon ball) suffers a S4 flaming hit. All units that take at least 1 casualty have to take a panic test.

      4. Piercing Bolts of Burning: Magic Missile. 24" range. Targeted unit suffers D3 S4 hits for each rank of 5 or more models. The scaled up version is 36" range.

      5. Fulminating Flame Cage: Hex. 24" range. Targeted enemy unit suffers D6 S4 hits. If the unit moves by any means, each model suffers another S4 hit and the spell ends. The scaled up version has an increased range.

      6. Flame Storm: Magical Vortex. Place the small template within 30" of the caster, It then scatters D6" and causes str 4 hits. The scaled up version uses the large template but scatters 2d6".

    Lore of Metal - The Wind of Chamon

    Special Bonus: Metalshifting. Direct damage spells from the lore of metal have no strength value. Instead the unmodified armour save of the target is the required roll to wound.

    • Basic Spell Searing Doom: Magic Missile. D6 flaming hits, 24" range. No armor saves allowed. Increased to 2D6 at next level.

      1. Plague of Rust: Hex. 24" range. Target gets permanent, cumulative -1 to armour saves, 48" range scaled up.

      2. Enchanted Blades of Aiban: Unit Buff range 24". One unit gets +1 to hit and armour piercing magical attacks until start of next turn. Applies to both shooting and close combat. Can be extended to 48" range scaled up.

      3. Glittering Robe: Unit Buff range 12", one unit is affected, can be expanded to all units within 12" at higher level. Unit gains a 5+ Scaly Skin save for one turn.

      4. Gehenna's Golden Hounds: Direct damage, range 12" which can be extended to 24" scaled up. A single enemy model (can be a character) suffers D6 hits. Characters can use "Look Out Sir!" to save them, rolling once for each hit.

      5. Transmutation of Lead: Hex with a range of 24. Target gets -1 WS, BS and armour save for one turn. Range 48" scaled up.

      6. Final Transmutation: Direct Damage. 18" range. The target is turned to gold; each model in the unit is removed from play on a 5+ (6+ if the model has multiple wounds). The secondary effect forces all units within 12" of the original target to test for stupidity at the start of their turn. 26" range scaled up.

    Lore of Shadow - The Wind of Ulgu

    Special Bonus: Smoke and mirrors. After the wizard successfully casts a spell, he may switch places with another friendly character of the same unit type within 18".

    • Basic Spell: Melkoth's Mystifying Miasma: Pick one enemy unit within 18 inches. Reduce one of their WS, BS , I or M of your choice by D3. The scaled up version reduces all of the above (roll the D3 only once).

      1. Steed of Shadows: Character buff. One friendly character within 12" can make a flying move as if in the remaining moves phase (I presume this means no charges).

      2. Enfeebling Foe: Hex. Pick an enemy unit within 18" (powered up at +3 to cast 36") reduce their Strength by D3. Remains In Play.

      3. Withering: Hex. As above but T rather than S and 3 higher to cast.

      4. Penumbral Pendulum: Direct Damage. Draw a line 6D6" from the caster (multiplied by 2 for the powered up version) everyone touched by it must pass an I test or suffer a S10 hit D3 wounds.

      5. Pit of Shades: Magical Vortex. Place a small template within 18" of the caster then scatter D6". Enemies must pass an I test or be removed from play if touched. The scaled up version uses the large template and scatters 2D6" (possibly with 36" range)

      6. Okkam's Mindrazor: Unit Buff. Pick a friendly unit within 18", they attack with their Ld amount for their Strength. The scaled up version has a 36" range.
    Last edited by Grimstonefire; 21-06-2010 at 19:44.
    Ever the best of friends Mum. 1953-2011 :cries:

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